local ____lualib = require("lualib_bundle") local __TS__New = ____lualib.__TS__New local ____exports = {} local ____storyteller = require("code.engine.storyteller") local STFacing = ____storyteller.STFacing local STInput = ____storyteller.STInput local ____global = require("code.global") local accessor = ____global.accessor local sources = ____global.sources local function inputs(assets, ____bindingPattern0, ____debug, game, ____bindingPattern1, ____bindingPattern2, ____bindingPattern3) local atlas atlas = ____bindingPattern0.atlas local items local inventory inventory = ____bindingPattern1.inventory items = ____bindingPattern1.items local updateSound local updateMusic local sound local music music = ____bindingPattern2.music sound = ____bindingPattern2.sound updateMusic = ____bindingPattern2.updateMusic updateSound = ____bindingPattern2.updateSound local reader reader = ____bindingPattern3.reader return { down = __TS__New(STInput, sources.down):addDown(function() if ____debug.active or atlas.target == nil or not atlas:seek(STFacing.DOWN) then return end if atlas.target == "choicer" or atlas.target == "menu" or atlas.target == "options" or atlas.target == "options_input" or atlas.target == "item" then assets["s$menu_navigate"]:instance() end end):addHold(function() if ____debug.active then return end game.c_down = true end), fullscreen = __TS__New(STInput, sources.fullscreen):addDown(function() if ____debug.active then return end if (love.window.getFullscreen()) then love.window.setFullscreen(false) else love.window.setFullscreen(true) end end), primary = __TS__New(STInput, sources.primary):addDown(function() if ____debug.active then return end if game.cutscene == 0 then game.interact = true return end if atlas.target == nil then return end if atlas.target == "reader" then reader:read() return end if atlas.target == "item" then local selection = atlas:selection() atlas:switch(nil) assets["s$menu_select"]:instance() items[inventory[selection + 1] + 1]:script(reader) end atlas:next() end):addHold(function() if ____debug.active then return end game.c_primary = true end), left = __TS__New(STInput, sources.left):addDown(function() if ____debug.active or atlas.target == nil then return end if atlas.target == "options" then repeat local ____switch25 = atlas.navigators.options.position.y local ____cond25 = ____switch25 == 1 if ____cond25 then if not accessor["$option_music_enabled"] then accessor["$option_music_enabled"] = true elseif accessor["$option_music"] ~= 0 then accessor["$option_music"] = accessor["$option_music"] - 1 else break end updateMusic() if music.value ~= 0 then assets["s$menu_select$music"]:instance() end break end ____cond25 = ____cond25 or ____switch25 == 2 if ____cond25 then if not accessor["$option_sound_enabled"] then accessor["$option_sound_enabled"] = true elseif accessor["$option_sound"] ~= 0 then accessor["$option_sound"] = accessor["$option_sound"] - 1 else break end updateSound() if sound.value ~= 0 then assets["s$menu_select"]:instance() end break end until true return end if not atlas:seek(STFacing.LEFT) then return end if atlas.target == "save" or atlas.target == "options_confirm" or atlas.target == "choicer_horiz" or atlas.target == "item" then assets["s$menu_navigate"]:instance() end end):addHold(function() if ____debug.active then return end game.c_left = true end), right = __TS__New(STInput, sources.right):addDown(function() if ____debug.active or atlas.target == nil then return end if atlas.target == "options" then repeat local ____switch41 = atlas.navigators.options.position.y local ____cond41 = ____switch41 == 1 if ____cond41 then if not accessor["$option_music_enabled"] then accessor["$option_music_enabled"] = true elseif accessor["$option_music"] ~= 16 then accessor["$option_music"] = accessor["$option_music"] + 1 else break end updateMusic() if music.value ~= 0 then assets["s$menu_select$music"]:instance() end break end ____cond41 = ____cond41 or ____switch41 == 2 if ____cond41 then if not accessor["$option_sound_enabled"] then accessor["$option_sound_enabled"] = true elseif accessor["$option_sound"] ~= 16 then accessor["$option_sound"] = accessor["$option_sound"] + 1 else break end updateSound() if sound.value ~= 0 then assets["s$menu_select"]:instance() end break end until true return end if not atlas:seek(STFacing.RIGHT) then return end if atlas.target == "save" or atlas.target == "options_confirm" or atlas.target == "choicer_horiz" or atlas.target == "item" then assets["s$menu_navigate"]:instance() end end):addHold(function() if ____debug.active then return end game.c_right = true end), secondary = __TS__New(STInput, sources.secondary):addDown(function() if ____debug.active or atlas.target == nil then return end if atlas.target == "reader" then reader:skip() return end atlas:prev() end):addHold(function() if ____debug.active then return end game.c_secondary = true end), tertiary = __TS__New(STInput, sources.tertiary):addDown(function() if ____debug.active then return end if game.cutscene == 0 then atlas:switch("menu") return end if atlas.target == nil then return end if game.encounter then if atlas.target == "options" then atlas:switch("choicer_horiz") elseif atlas.target == "choicer_horiz" then atlas:switch("options") end return end if atlas.target == "menu" then atlas:prev() end end):addHold(function() if ____debug.active then return end game.c_tertiary = true if atlas.target == "reader" then reader:skip() if game.r_skip then reader:read() end end end), up = __TS__New(STInput, sources.up):addDown(function() if ____debug.active or atlas.target == nil or not atlas:seek(STFacing.UP) then return end if atlas.target == "choicer" or atlas.target == "menu" or atlas.target == "options" or atlas.target == "options_input" or atlas.target == "item" then assets["s$menu_navigate"]:instance() end end):addHold(function() if ____debug.active then return end game.c_up = true end) } end ____exports.default = inputs return ____exports